From 86bee7b44c7cc7adaef8cdf441667a99223dd98a Mon Sep 17 00:00:00 2001 From: Spartan322 Date: Thu, 6 Jul 2023 16:28:55 -0400 Subject: Add GameLoader Autoload to handle global loading data Remove GameDebug, Localization, and ShaderManager from Events.gd Renamed OptionsSingleton class_name to OptionsEventsObject Add Events.Loader to handle Loader events (which are global signals) Make GameDebug singleton with static functions and property Make Localization functions static Move ShaderManager variable to GameLoader Move Events._define_filepaths_dict to GameLoader.define_filepaths_dict Move game initialization from LoadingScreen.gd and Events.gd to GameStart.gd Attach GameStart.gd to GameStart.tscn root Make LoadingScreen generalized and so it is reusable Remove class_name from LoaderingScreen.gd --- game/src/Game/Autoload/Argument/ArgumentParser.gd | 1 + game/src/Game/Autoload/Events.gd | 61 +++------------------- game/src/Game/Autoload/Events/GameDebug.gd | 9 ---- game/src/Game/Autoload/Events/Loader.gd | 6 +++ game/src/Game/Autoload/Events/Localisation.gd | 34 ------------ game/src/Game/Autoload/Events/Options.gd | 2 +- game/src/Game/Autoload/Events/ShaderManager.gd | 49 ----------------- game/src/Game/Autoload/GameLoader.gd | 18 +++++++ .../Game/GameSession/MapControlPanel/Minimap.gd | 4 +- game/src/Game/GameSession/MapView.gd | 10 ++-- .../ProvinceOverviewPanel/ProvinceOverviewPanel.gd | 2 +- game/src/Game/GameStart.gd | 60 +++++++++++++++++++++ game/src/Game/GameStart.tscn | 12 +++-- game/src/Game/GlobalClass/GameDebug.gd | 26 +++++++++ game/src/Game/GlobalClass/Localisation.gd | 34 ++++++++++++ game/src/Game/GlobalClass/ShaderManager.gd | 49 +++++++++++++++++ game/src/Game/LoadingScreen.gd | 44 +++++++++++----- game/src/Game/LocaleButton.gd | 4 +- .../Game/Menu/OptionMenu/MonitorDisplaySelector.gd | 2 +- .../src/Game/Menu/OptionMenu/ResolutionSelector.gd | 4 +- .../Game/Menu/OptionMenu/SettingRevertDialog.gd | 2 +- 21 files changed, 258 insertions(+), 175 deletions(-) delete mode 100644 game/src/Game/Autoload/Events/GameDebug.gd create mode 100644 game/src/Game/Autoload/Events/Loader.gd delete mode 100644 game/src/Game/Autoload/Events/Localisation.gd delete mode 100644 game/src/Game/Autoload/Events/ShaderManager.gd create mode 100644 game/src/Game/Autoload/GameLoader.gd create mode 100644 game/src/Game/GameStart.gd create mode 100644 game/src/Game/GlobalClass/GameDebug.gd create mode 100644 game/src/Game/GlobalClass/Localisation.gd create mode 100644 game/src/Game/GlobalClass/ShaderManager.gd (limited to 'game/src/Game') diff --git a/game/src/Game/Autoload/Argument/ArgumentParser.gd b/game/src/Game/Autoload/Argument/ArgumentParser.gd index 123a733..b463c74 100644 --- a/game/src/Game/Autoload/Argument/ArgumentParser.gd +++ b/game/src/Game/Autoload/Argument/ArgumentParser.gd @@ -312,6 +312,7 @@ Options: func _ready(): if Engine.is_editor_hint(): return _set_argument_setting() + GameDebug._singleton = GameDebug.new() if get_argument(&"help"): _print_help() get_tree().quit() diff --git a/game/src/Game/Autoload/Events.gd b/game/src/Game/Autoload/Events.gd index f979301..da12bf6 100644 --- a/game/src/Game/Autoload/Events.gd +++ b/game/src/Game/Autoload/Events.gd @@ -1,56 +1,11 @@ +## Events are exclusively for the purpose of handling global signals +## This is to reduce "signal bubbling" which is when a signal callback is used to "bubble" the signal callbacks up the scene tree. +## It does such by providing a global interface of signals that are connected to and emitted by that are garunteed to exist. extends Node -var GameDebug: GameDebugSingleton -var Options: OptionsSingleton -var Localisation: LocalisationSingleton -var ShaderManager: ShaderManagerSingleton +var Loader: LoaderEventsObject +var Options: OptionsEventsObject -var _define_filepaths_dict : Dictionary = { - GameSingleton.get_province_identifier_file_key(): "res://common/map/provinces.json", - GameSingleton.get_water_province_file_key(): "res://common/map/water.json", - GameSingleton.get_region_file_key(): "res://common/map/regions.json", - GameSingleton.get_terrain_variant_file_key(): "res://common/map/terrain.json", - GameSingleton.get_terrain_texture_dir_key(): "res://art/terrain/", - GameSingleton.get_province_image_file_key(): "res://common/map/provinces.png", - GameSingleton.get_terrain_image_file_key(): "res://common/map/terrain.png", - GameSingleton.get_goods_file_key(): "res://common/goods.json", - GameSingleton.get_good_icons_dir_key(): "res://art/economy/goods" -} - -# REQUIREMENTS -# * FS-333, FS-334, FS-335, FS-341 -func load_events(loading_screen: LoadingScreen): - GameSingleton.setup_logger() - loading_screen.update_loading_screen(5) - - # Set this to your Vic2 install dir or a mod's dir to enable compatibility mode - # (this won't work for mods which rely on vanilla map assets, copy missing assets - # into the mod's dir for a temporary fix) - # Usage: OpenVic --compatibility-mode - - var compatibility_mode_path : String = ArgumentParser.get_argument(&"compatibility-mode") - - var start := Time.get_ticks_usec() - - GameDebug = GameDebugSingleton.new() - loading_screen.update_loading_screen(15) - Options = OptionsSingleton.new() - loading_screen.update_loading_screen(25) - Localisation = LocalisationSingleton.new() - loading_screen.update_loading_screen(45) - ShaderManager = ShaderManagerSingleton.new() - loading_screen.update_loading_screen(50, true) - - if compatibility_mode_path: - if GameSingleton.load_defines_compatibility_mode(compatibility_mode_path) != OK: - push_error("Errors loading game defines!") - else: - if GameSingleton.load_defines(_define_filepaths_dict) != OK: - push_error("Errors loading game defines!") - - loading_screen.update_loading_screen(100) - var end := Time.get_ticks_usec() - print("Loading took ", float(end - start) / 1000000, " seconds") - - # change scene in a thread-safe way - get_tree().call_deferred("change_scene_to_file", "res://src/Game/GameMenu.tscn") +func _init(): + Loader = LoaderEventsObject.new() + Options = OptionsEventsObject.new() diff --git a/game/src/Game/Autoload/Events/GameDebug.gd b/game/src/Game/Autoload/Events/GameDebug.gd deleted file mode 100644 index 9e18343..0000000 --- a/game/src/Game/Autoload/Events/GameDebug.gd +++ /dev/null @@ -1,9 +0,0 @@ -extends RefCounted -class_name GameDebugSingleton - -func set_debug_mode(value : bool) -> void: - ArgumentParser.set_argument(&"game-debug", value) - print("Set debug mode to: ", value) - -func is_debug_mode() -> bool: - return ArgumentParser.get_argument(&"game-debug", false) diff --git a/game/src/Game/Autoload/Events/Loader.gd b/game/src/Game/Autoload/Events/Loader.gd new file mode 100644 index 0000000..c17dc6f --- /dev/null +++ b/game/src/Game/Autoload/Events/Loader.gd @@ -0,0 +1,6 @@ +class_name LoaderEventsObject +extends RefCounted + +signal startup_load_begun() +signal startup_load_changed(percentage : float) +signal startup_load_ended() diff --git a/game/src/Game/Autoload/Events/Localisation.gd b/game/src/Game/Autoload/Events/Localisation.gd deleted file mode 100644 index 37b550d..0000000 --- a/game/src/Game/Autoload/Events/Localisation.gd +++ /dev/null @@ -1,34 +0,0 @@ -extends RefCounted -class_name LocalisationSingleton - -# REQUIREMENTS -# * SS-59, SS-60, SS-61 -func get_default_locale() -> String: - var locales := TranslationServer.get_loaded_locales() - var default_locale := OS.get_locale() - if default_locale in locales: - return default_locale - var default_language := OS.get_locale_language() - for locale in locales: - if locale.begins_with(default_language): - return default_language - return ProjectSettings.get_setting("internationalization/locale/fallback", "en_GB") - -func load_localisation(dir_path : String) -> void: - if LoadLocalisation.load_localisation_dir(dir_path) != OK: - push_error("Error loading localisation directory: ", dir_path) - var loaded_locales : PackedStringArray = TranslationServer.get_loaded_locales() - print("Loaded ", loaded_locales.size(), " locales: ", loaded_locales) - -# REQUIREMENTS -# * SS-57 -# * FS-17 -func _init(): - var localisation_dir_path : String = ProjectSettings.get_setting("internationalization/locale/localisation_path", "") - if localisation_dir_path.is_empty(): - push_error("Missing localisation_path setting!") - else: - load_localisation(localisation_dir_path) - -func tr_number(num) -> String: - return TextServerManager.get_primary_interface().format_number(str(num)) diff --git a/game/src/Game/Autoload/Events/Options.gd b/game/src/Game/Autoload/Events/Options.gd index 2e9b90b..08f34db 100644 --- a/game/src/Game/Autoload/Events/Options.gd +++ b/game/src/Game/Autoload/Events/Options.gd @@ -1,5 +1,5 @@ +class_name OptionsEventsObject extends RefCounted -class_name OptionsSingleton signal save_settings(save_file: ConfigFile) signal load_settings(load_file: ConfigFile) diff --git a/game/src/Game/Autoload/Events/ShaderManager.gd b/game/src/Game/Autoload/Events/ShaderManager.gd deleted file mode 100644 index 731dc3c..0000000 --- a/game/src/Game/Autoload/Events/ShaderManager.gd +++ /dev/null @@ -1,49 +0,0 @@ -extends RefCounted -class_name ShaderManagerSingleton - -const param_province_shape_tex : StringName = &"province_shape_tex" -const param_province_shape_subdivisions : StringName = &"province_shape_subdivisions" -const param_province_colour_tex : StringName = &"province_colour_tex" -const param_hover_index : StringName = &"hover_index" -const param_selected_index : StringName = &"selected_index" -const param_terrain_tex : StringName = &"terrain_tex" -const param_terrain_tile_factor : StringName = &"terrain_tile_factor" - -func set_up_shader(material : Material, add_cosmetic_textures : bool) -> Error: - # Shader Material - if material == null: - push_error("material is null!") - return FAILED - if not material is ShaderMaterial: - push_error("Invalid map mesh material class: ", material.get_class()) - return FAILED - var shader_material : ShaderMaterial = material - - # Province shape texture - var province_shape_texture := GameSingleton.get_province_shape_texture() - if province_shape_texture == null: - push_error("Failed to get province shape texture!") - return FAILED - shader_material.set_shader_parameter(param_province_shape_tex, province_shape_texture) - var subdivisions := GameSingleton.get_province_shape_image_subdivisions() - if subdivisions.x < 1 or subdivisions.y < 1: - push_error("Invalid province shape image subdivision: ", subdivisions.x, "x", subdivisions.y) - return FAILED - shader_material.set_shader_parameter(param_province_shape_subdivisions, Vector2(subdivisions)) - - if add_cosmetic_textures: - # Province colour texture - var map_province_colour_texture := GameSingleton.get_province_colour_texture() - if map_province_colour_texture == null: - push_error("Failed to get province colour image!") - return FAILED - shader_material.set_shader_parameter(param_province_colour_tex, map_province_colour_texture) - - # Terrain texture - var terrain_texture := GameSingleton.get_terrain_texture() - if terrain_texture == null: - push_error("Failed to get terrain texture!") - return FAILED - shader_material.set_shader_parameter(param_terrain_tex, terrain_texture) - - return OK diff --git a/game/src/Game/Autoload/GameLoader.gd b/game/src/Game/Autoload/GameLoader.gd new file mode 100644 index 0000000..1720e3c --- /dev/null +++ b/game/src/Game/Autoload/GameLoader.gd @@ -0,0 +1,18 @@ +extends Node + +var define_filepaths_dict : Dictionary = { + GameSingleton.get_province_identifier_file_key(): "res://common/map/provinces.json", + GameSingleton.get_water_province_file_key(): "res://common/map/water.json", + GameSingleton.get_region_file_key(): "res://common/map/regions.json", + GameSingleton.get_terrain_variant_file_key(): "res://common/map/terrain.json", + GameSingleton.get_terrain_texture_dir_key(): "res://art/terrain/", + GameSingleton.get_province_image_file_key(): "res://common/map/provinces.png", + GameSingleton.get_terrain_image_file_key(): "res://common/map/terrain.png", + GameSingleton.get_goods_file_key(): "res://common/goods.json", + GameSingleton.get_good_icons_dir_key(): "res://art/economy/goods" +} + +var ShaderManager : ShaderManagerClass + +func _init(): + ShaderManager = ShaderManagerClass.new() diff --git a/game/src/Game/GameSession/MapControlPanel/Minimap.gd b/game/src/Game/GameSession/MapControlPanel/Minimap.gd index 1f9b75e..be65db5 100644 --- a/game/src/Game/GameSession/MapControlPanel/Minimap.gd +++ b/game/src/Game/GameSession/MapControlPanel/Minimap.gd @@ -12,7 +12,7 @@ var _viewport_points : PackedVector2Array func _ready(): _minimap_texture.custom_minimum_size = Vector2(GameSingleton.get_aspect_ratio(), 1.0) * 150 var minimap_material := _minimap_texture.get_material() - if Events.ShaderManager.set_up_shader(minimap_material, false) != OK: + if GameLoader.ShaderManager.set_up_shader(minimap_material, false) != OK: push_error("Failed to set up minimap shader") else: _minimap_shader = minimap_material @@ -20,7 +20,7 @@ func _ready(): func _on_province_selected(index : int) -> void: if _minimap_shader != null: - _minimap_shader.set_shader_parameter(Events.ShaderManager.param_selected_index, index) + _minimap_shader.set_shader_parameter(GameLoader.ShaderManager.param_selected_index, index) # REQUIREMENTS # * SS-80 diff --git a/game/src/Game/GameSession/MapView.gd b/game/src/Game/GameSession/MapView.gd index ced8bb7..a2fe6b1 100644 --- a/game/src/Game/GameSession/MapView.gd +++ b/game/src/Game/GameSession/MapView.gd @@ -58,7 +58,7 @@ func _ready(): # Shader Material var map_material := _map_mesh_instance.get_active_material(0) - if Events.ShaderManager.set_up_shader(map_material, true) != OK: + if GameLoader.ShaderManager.set_up_shader(map_material, true) != OK: push_error("Failed to set up map shader") return _map_shader_material = map_material @@ -70,7 +70,7 @@ func _ready(): # Set map mesh size and get bounds const pixels_per_terrain_tile : float = 32.0 - _map_shader_material.set_shader_parameter(Events.ShaderManager.param_terrain_tile_factor, + _map_shader_material.set_shader_parameter(GameLoader.ShaderManager.param_terrain_tile_factor, float(GameSingleton.get_height()) / pixels_per_terrain_tile) var map_mesh_aabb := _map_mesh.get_core_aabb() * _map_mesh_instance.transform _map_mesh_corner = Vector2( @@ -114,7 +114,7 @@ func zoom_out() -> void: _zoom_target += _zoom_target_step func _on_province_selected(index : int) -> void: - _map_shader_material.set_shader_parameter(Events.ShaderManager.param_selected_index, index) + _map_shader_material.set_shader_parameter(GameLoader.ShaderManager.param_selected_index, index) # REQUIREMENTS # * SS-31 @@ -218,14 +218,14 @@ func _update_mouse_map_position() -> void: _mouse_pos_map = _viewport_to_map_coords(_mouse_pos_viewport) var hover_index := GameSingleton.get_province_index_from_uv_coords(_mouse_pos_map) if _mouse_over_viewport: - _map_shader_material.set_shader_parameter(Events.ShaderManager.param_hover_index, hover_index) + _map_shader_material.set_shader_parameter(GameLoader.ShaderManager.param_hover_index, hover_index) func _on_mouse_entered_viewport(): _mouse_over_viewport = true func _on_mouse_exited_viewport(): _mouse_over_viewport = false - _map_shader_material.set_shader_parameter(Events.ShaderManager.param_hover_index, 0) + _map_shader_material.set_shader_parameter(GameLoader.ShaderManager.param_hover_index, 0) func _on_minimap_clicked(pos_clicked : Vector2): pos_clicked *= _map_mesh_dims diff --git a/game/src/Game/GameSession/ProvinceOverviewPanel/ProvinceOverviewPanel.gd b/game/src/Game/GameSession/ProvinceOverviewPanel/ProvinceOverviewPanel.gd index bad093d..758c24b 100644 --- a/game/src/Game/GameSession/ProvinceOverviewPanel/ProvinceOverviewPanel.gd +++ b/game/src/Game/GameSession/ProvinceOverviewPanel/ProvinceOverviewPanel.gd @@ -107,7 +107,7 @@ func _update_info() -> void: _life_rating_bar.value = _province_info.get(GameSingleton.get_province_info_life_rating_key(), 0) _life_rating_bar.tooltip_text = tr("LIFE_RATING_TOOLTIP").format({ - "life_rating": Events.Localisation.tr_number(_life_rating_bar.value) + "life_rating": Localisation.tr_number(_life_rating_bar.value) }) _rgo_name_label.text = _province_info.get(GameSingleton.get_province_info_rgo_key(), diff --git a/game/src/Game/GameStart.gd b/game/src/Game/GameStart.gd new file mode 100644 index 0000000..995541f --- /dev/null +++ b/game/src/Game/GameStart.gd @@ -0,0 +1,60 @@ +extends Control + +const LoadingScreen = preload("res://src/Game/LoadingScreen.gd") + +@export_subgroup("Nodes") +@export var loading_screen : LoadingScreen + +func _ready() -> void: + loading_screen.start_loading_screen(_initialize_game) + +# REQUIREMENTS +# * FS-333, FS-334, FS-335, FS-341 +func _initialize_game() -> void: + GameSingleton.setup_logger() + loading_screen.try_update_loading_screen(5) + + # Set this to your Vic2 install dir or a mod's dir to enable compatibility mode + # (this won't work for mods which rely on vanilla map assets, copy missing assets + # into the mod's dir for a temporary fix) + # Usage: OpenVic --compatibility-mode + + var compatibility_mode_path : String = ArgumentParser.get_argument(&"compatibility-mode") + + var start := Time.get_ticks_usec() + + loading_screen.try_update_loading_screen(15) + loading_screen.try_update_loading_screen(25) + Localisation.initialize() + loading_screen.try_update_loading_screen(45) + loading_screen.try_update_loading_screen(50, true) + + # TODO: Loading takes way too long to keep the LoadingScreen at 50% + # Should either split this up or seperately multithread the compatibility mode loader + # Or both and emit a signal that allows us to add percentages to the LoadingScreen + if compatibility_mode_path: + if GameSingleton.load_defines_compatibility_mode(compatibility_mode_path) != OK: + push_error("Errors loading game defines!") + else: + GameLoader.define_filepaths_dict.make_read_only() + if GameSingleton.load_defines(GameLoader.define_filepaths_dict) != OK: + push_error("Errors loading game defines!") + + loading_screen.try_update_loading_screen(100) + var end := Time.get_ticks_usec() + print("Loading took ", float(end - start) / 1000000, " seconds") + + # change scene in a thread-safe way + get_tree().call_deferred("change_scene_to_file", "res://src/Game/GameMenu.tscn") + +func _on_splash_container_splash_end(): + loading_screen.show() + +func _on_loading_screen_load_started(): + Events.Loader.startup_load_begun.emit() + +func _on_loading_screen_load_changed(percentage : float) -> void: + Events.Loader.startup_load_changed.emit(percentage) + +func _on_loading_screen_load_ended(): + Events.Loader.startup_load_ended.emit() diff --git a/game/src/Game/GameStart.tscn b/game/src/Game/GameStart.tscn index 6cc358d..f16daa3 100644 --- a/game/src/Game/GameStart.tscn +++ b/game/src/Game/GameStart.tscn @@ -1,18 +1,21 @@ -[gd_scene load_steps=6 format=3 uid="uid://1udsn4mggep2"] +[gd_scene load_steps=7 format=3 uid="uid://1udsn4mggep2"] +[ext_resource type="Script" path="res://src/Game/GameStart.gd" id="1_e0cos"] [ext_resource type="PackedScene" uid="uid://3kktdpfnc0sn" path="res://src/Game/LoadingScreen.tscn" id="2_h0oiw"] [ext_resource type="Script" path="res://src/Game/SplashContainer.gd" id="2_xmcgv"] [ext_resource type="Texture2D" uid="uid://deef5hufq0j61" path="res://splash_assets/splash_end.png" id="3_qfv12"] [ext_resource type="Texture2D" uid="uid://cgdnixsyh7bja" path="res://splash_assets/splash_image.png" id="4_5b6yq"] [ext_resource type="VideoStream" path="res://splash_assets/splash_startup.ogv" id="5_8euyy"] -[node name="GameStartup" type="Control"] +[node name="GameStartup" type="Control" node_paths=PackedStringArray("loading_screen")] layout_mode = 3 anchors_preset = 15 anchor_right = 1.0 anchor_bottom = 1.0 grow_horizontal = 2 grow_vertical = 2 +script = ExtResource("1_e0cos") +loading_screen = NodePath("LoadingScreen") [node name="LoadingScreen" parent="." instance=ExtResource("2_h0oiw")] visible = false @@ -48,5 +51,8 @@ stream = ExtResource("5_8euyy") autoplay = true expand = true -[connection signal="splash_end" from="SplashContainer" to="LoadingScreen" method="_on_splash_container_splash_end"] +[connection signal="load_changed" from="LoadingScreen" to="." method="_on_loading_screen_load_changed"] +[connection signal="load_ended" from="LoadingScreen" to="." method="_on_loading_screen_load_ended"] +[connection signal="load_started" from="LoadingScreen" to="." method="_on_loading_screen_load_started"] +[connection signal="splash_end" from="SplashContainer" to="." method="_on_splash_container_splash_end"] [connection signal="finished" from="SplashContainer/SplashVideo" to="SplashContainer" method="_on_splash_startup_finished"] diff --git a/game/src/Game/GlobalClass/GameDebug.gd b/game/src/Game/GlobalClass/GameDebug.gd new file mode 100644 index 0000000..08d2b8b --- /dev/null +++ b/game/src/Game/GlobalClass/GameDebug.gd @@ -0,0 +1,26 @@ +class_name GameDebug +extends RefCounted + +static var _singleton : GameDebug + +static var debug_mode : bool: + get = is_debug_mode, set = set_debug_mode + +static func set_debug_mode(value : bool) -> void: + if _singleton == null: + push_warning("Debug mode could not be set.") + return + _singleton._set_debug_mode(value) + +static func is_debug_mode() -> bool: + if _singleton == null: + push_warning("Could not get debug mode, returning false.") + return false + return _singleton._is_debug_mode() + +func _set_debug_mode(value : bool) -> void: + ArgumentParser.set_argument(&"game-debug", value) + print("Set debug mode to: ", value) + +func _is_debug_mode() -> bool: + return ArgumentParser.get_argument(&"game-debug", false) diff --git a/game/src/Game/GlobalClass/Localisation.gd b/game/src/Game/GlobalClass/Localisation.gd new file mode 100644 index 0000000..946dc50 --- /dev/null +++ b/game/src/Game/GlobalClass/Localisation.gd @@ -0,0 +1,34 @@ +class_name Localisation +extends RefCounted + +# REQUIREMENTS +# * SS-59, SS-60, SS-61 +static func get_default_locale() -> String: + var locales := TranslationServer.get_loaded_locales() + var default_locale := OS.get_locale() + if default_locale in locales: + return default_locale + var default_language := OS.get_locale_language() + for locale in locales: + if locale.begins_with(default_language): + return default_language + return ProjectSettings.get_setting("internationalization/locale/fallback", "en_GB") + +static func load_localisation(dir_path : String) -> void: + if LoadLocalisation.load_localisation_dir(dir_path) != OK: + push_error("Error loading localisation directory: ", dir_path) + var loaded_locales : PackedStringArray = TranslationServer.get_loaded_locales() + print("Loaded ", loaded_locales.size(), " locales: ", loaded_locales) + +# REQUIREMENTS +# * SS-57 +# * FS-17 +static func initialize(): + var localisation_dir_path : String = ProjectSettings.get_setting("internationalization/locale/localisation_path", "") + if localisation_dir_path.is_empty(): + push_error("internationalization/locale/localisation_path setting is empty!") + else: + Localisation.load_localisation(localisation_dir_path) + +static func tr_number(num) -> String: + return TextServerManager.get_primary_interface().format_number(str(num)) diff --git a/game/src/Game/GlobalClass/ShaderManager.gd b/game/src/Game/GlobalClass/ShaderManager.gd new file mode 100644 index 0000000..fd91e31 --- /dev/null +++ b/game/src/Game/GlobalClass/ShaderManager.gd @@ -0,0 +1,49 @@ +class_name ShaderManagerClass +extends RefCounted + +const param_province_shape_tex : StringName = &"province_shape_tex" +const param_province_shape_subdivisions : StringName = &"province_shape_subdivisions" +const param_province_colour_tex : StringName = &"province_colour_tex" +const param_hover_index : StringName = &"hover_index" +const param_selected_index : StringName = &"selected_index" +const param_terrain_tex : StringName = &"terrain_tex" +const param_terrain_tile_factor : StringName = &"terrain_tile_factor" + +func set_up_shader(material : Material, add_cosmetic_textures : bool) -> Error: + # Shader Material + if material == null: + push_error("material is null!") + return FAILED + if not material is ShaderMaterial: + push_error("Invalid map mesh material class: ", material.get_class()) + return FAILED + var shader_material : ShaderMaterial = material + + # Province shape texture + var province_shape_texture := GameSingleton.get_province_shape_texture() + if province_shape_texture == null: + push_error("Failed to get province shape texture!") + return FAILED + shader_material.set_shader_parameter(param_province_shape_tex, province_shape_texture) + var subdivisions := GameSingleton.get_province_shape_image_subdivisions() + if subdivisions.x < 1 or subdivisions.y < 1: + push_error("Invalid province shape image subdivision: ", subdivisions.x, "x", subdivisions.y) + return FAILED + shader_material.set_shader_parameter(param_province_shape_subdivisions, Vector2(subdivisions)) + + if add_cosmetic_textures: + # Province colour texture + var map_province_colour_texture := GameSingleton.get_province_colour_texture() + if map_province_colour_texture == null: + push_error("Failed to get province colour image!") + return FAILED + shader_material.set_shader_parameter(param_province_colour_tex, map_province_colour_texture) + + # Terrain texture + var terrain_texture := GameSingleton.get_terrain_texture() + if terrain_texture == null: + push_error("Failed to get terrain texture!") + return FAILED + shader_material.set_shader_parameter(param_terrain_tex, terrain_texture) + + return OK diff --git a/game/src/Game/LoadingScreen.gd b/game/src/Game/LoadingScreen.gd index 9d44b41..3cbf199 100644 --- a/game/src/Game/LoadingScreen.gd +++ b/game/src/Game/LoadingScreen.gd @@ -1,32 +1,52 @@ extends Control -class_name LoadingScreen +signal load_started() +signal load_changed(percentage : float) +signal load_ended() + +@export var quote_file_path : String = "res://common/quotes.txt" + +@export_subgroup("Nodes") @export var progress_bar: ProgressBar @export var quote_label: Label -var loadthread: Thread +var thread: Thread var quotes: PackedStringArray = [] -func update_loading_screen(percent_complete: int, quote_should_change = false): +func start_loading_screen(thread_safe_function : Callable) -> void: + if not is_node_ready(): + await ready + # set first quote + progress_bar.value = 0 + quote_label.text = quotes[randi() % quotes.size()] + + if thread != null and thread.is_started(): + thread.wait_to_finish() + + thread.start(thread_safe_function) + load_started.emit() + +func try_update_loading_screen(percent_complete: float, quote_should_change = false): # forces the function to behave as if deferred await get_tree().process_frame progress_bar.value = percent_complete if quote_should_change: quote_label.text = quotes[randi() % quotes.size()] - -func _on_splash_container_splash_end(): - show() + if is_equal_approx(percent_complete, 100): + thread.wait_to_finish() + load_ended.emit() + else: + load_changed.emit(percent_complete) func _ready(): + if Engine.is_editor_hint(): return + thread = Thread.new() # FS-3, UI-30, UIFUN-35 - loadthread = Thread.new() - loadthread.start(Events.load_events.bind(self)) - var quotes_file = FileAccess.open("res://common/quotes.txt", FileAccess.READ).get_as_text() + var quotes_file := FileAccess.open(quote_file_path, FileAccess.READ).get_as_text() quotes = quotes_file.split("\n",false) if quotes.is_empty(): quotes = [""] - # set first quote - quote_label.text = quotes[randi() % quotes.size()] func _exit_tree(): - loadthread.wait_to_finish() + if thread != null and thread.is_started(): + thread.wait_to_finish() diff --git a/game/src/Game/LocaleButton.gd b/game/src/Game/LocaleButton.gd index 2b717a4..5bf8e32 100644 --- a/game/src/Game/LocaleButton.gd +++ b/game/src/Game/LocaleButton.gd @@ -9,7 +9,7 @@ func _ready(): var locales_country_rename : Dictionary = ProjectSettings.get_setting("internationalization/locale/country_short_name", {}) var locales_list = TranslationServer.get_loaded_locales() - var default_locale := Events.Localisation.get_default_locale() + var default_locale := Localisation.get_default_locale() if default_locale not in locales_list: locales_list.push_back(default_locale) @@ -43,7 +43,7 @@ func _valid_index(index : int) -> bool: func load_setting(file : ConfigFile) -> void: if file == null: return - var load_value = file.get_value(section_name, setting_name, Events.Localisation.get_default_locale()) + var load_value = file.get_value(section_name, setting_name, Localisation.get_default_locale()) match typeof(load_value): TYPE_STRING, TYPE_STRING_NAME: if _select_locale_by_string(load_value as String): diff --git a/game/src/Game/Menu/OptionMenu/MonitorDisplaySelector.gd b/game/src/Game/Menu/OptionMenu/MonitorDisplaySelector.gd index 028b3df..c3beaf6 100644 --- a/game/src/Game/Menu/OptionMenu/MonitorDisplaySelector.gd +++ b/game/src/Game/Menu/OptionMenu/MonitorDisplaySelector.gd @@ -15,7 +15,7 @@ func _notification(what : int): func _update_monitor_options_text() -> void: for index in get_item_count(): - set_item_text(index, tr("OPTIONS_VIDEO_MONITOR").format({ "index": Events.Localisation.tr_number(index + 1) })) + set_item_text(index, tr("OPTIONS_VIDEO_MONITOR").format({ "index": Localisation.tr_number(index + 1) })) func _on_option_selected(index : int, by_user : bool) -> void: if _valid_index(index): diff --git a/game/src/Game/Menu/OptionMenu/ResolutionSelector.gd b/game/src/Game/Menu/OptionMenu/ResolutionSelector.gd index 2791ecb..f843815 100644 --- a/game/src/Game/Menu/OptionMenu/ResolutionSelector.gd +++ b/game/src/Game/Menu/OptionMenu/ResolutionSelector.gd @@ -53,8 +53,8 @@ func _update_resolution_options_text() -> void: display_name += "_NAMED" if resolution_value == default_value: display_name += "_DEFAULT" - format_dict["width"] = Events.Localisation.tr_number(resolution_value.x) - format_dict["height"] = Events.Localisation.tr_number(resolution_value.y) + format_dict["width"] = Localisation.tr_number(resolution_value.x) + format_dict["height"] = Localisation.tr_number(resolution_value.y) display_name = tr(display_name).format(format_dict) set_item_text(index, display_name) diff --git a/game/src/Game/Menu/OptionMenu/SettingRevertDialog.gd b/game/src/Game/Menu/OptionMenu/SettingRevertDialog.gd index 8cde621..5e2b81f 100644 --- a/game/src/Game/Menu/OptionMenu/SettingRevertDialog.gd +++ b/game/src/Game/Menu/OptionMenu/SettingRevertDialog.gd @@ -22,7 +22,7 @@ func _notification(what): if not visible: _revert_node = null func _process(_delta) -> void: - dialog_text = tr(dialog_text_key).format({ "time": Events.Localisation.tr_number(int(timer.time_left)) }) + dialog_text = tr(dialog_text_key).format({ "time": Localisation.tr_number(int(timer.time_left)) }) func _on_canceled_or_close_requested() -> void: timer.stop() -- cgit v1.2.3-56-ga3b1